/zoeplat

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  • Committer: Josh C
  • Date: 2013-04-10 00:41:47 UTC
  • Revision ID: josh@9ix.org-20130410004147-fj20d61atq2cgyqb
record/playback system (doesn't really work)

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STRICT = true
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2
DEBUG = true
 
3
RECORD = true
 
4
PLAYBACK = false
3
5
 
4
6
require 'zoetrope'
5
 
_ = require 'underscore'
 
7
__ = require 'underscore'
6
8
--inspect = require 'inspect'
 
9
require 'pepperprof'
 
10
 
 
11
util = {
 
12
   dim = function(dir)
 
13
      if dir == 'x' then
 
14
         return 'width'
 
15
      elseif dir == 'y' then
 
16
         return 'height'
 
17
      else
 
18
         if STRICT then error('dir '..dir) end
 
19
      end
 
20
   end
 
21
}
7
22
 
8
23
Player = Animation:extend {
9
24
   image = 'data/player.png',
12
27
   sequences = {
13
28
      stand = { frames = { 1 }, fps = 1 },
14
29
      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 }
 
30
      jump = { frames = { 4 }, fps = 1 },
 
31
      climbLeft = { frames = { 5, 6 }, fps = 5 },
 
32
      climbRight = { frames = { 7, 8 }, fps = 5 }
16
33
   },
 
34
   collisions = {},
 
35
   onWall = false,
 
36
   leftWallAt = 0,
17
37
   onNew = function (self)
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38
              self.velocity.y = 0
19
39
              self.maxVelocity.y = 400
33
53
                     assert(drag, 'active sprite has no drag property')
34
54
                     assert(minVel, 'active sprite has no minVelocity property')
35
55
                     assert(maxVel, 'active sprite has no maxVelocity property')
36
 
                     assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
 
56
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
37
57
                  end
38
58
 
39
59
                  vel.x = vel.x or 0
59
79
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
80
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
61
81
 
 
82
                  -- ugly hack for falling through floor on really slow frames
 
83
                  if math.abs(vel[dir] * elapsed) > 32 then
 
84
                     print('skip')
 
85
                     return
 
86
                  end
 
87
 
62
88
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
89
 
 
90
                  if self[dir] < 0 then self[dir] = 0 end
 
91
                  local edge = the.view.map[util.dim(dir)] -
 
92
                               the.player[util.dim(dir)]
 
93
                  -- TODO: take map position into account
 
94
                  if self[dir] > edge then self[dir] = edge end
63
95
               end,
64
96
   onStartFrame = function (self)
65
97
                     -- this is all in startframe so it happens before
70
102
                     if self.falling then self.jumping = false end
71
103
                     --print(self.jumping, self.falling)
72
104
 
73
 
                     if not self.onGround then
 
105
                     if (not self.onGround) and (not self.onWall) then
74
106
                        self:play('jump')
75
107
                     end
76
108
 
77
 
                     self.velocity.x = 0
78
109
                     self.acceleration.y = 800
79
110
 
 
111
                     if self.onWall then
 
112
                        self.acceleration.y = 0
 
113
 
 
114
                        if self.onWall == 'right' then
 
115
                           self:play('climbRight')
 
116
                        elseif self.onWall == 'left' then
 
117
                           self:play('climbLeft')
 
118
                        end
 
119
 
 
120
                        if the.keys:pressed('up') then
 
121
                           self.velocity.y = -200
 
122
                        elseif the.keys:pressed('down') then
 
123
                           self.velocity.y = 200
 
124
                        else
 
125
                           self.velocity.y = 0
 
126
                           self:freeze(self.sequences[self.currentName].frames[1])
 
127
                        end
 
128
                     end
 
129
 
80
130
                     if the.keys:pressed('left') then
81
131
                        self.velocity.x = -200
82
132
                        if self.onGround then self:play('walk') end
 
133
                        if self.onWall == 'right' then
 
134
                           self.onWall = false
 
135
                           self.leftWallAt = love.timer.getTime()
 
136
                        end
83
137
                     elseif the.keys:pressed('right') then
84
138
                        self.velocity.x = 200
85
139
                        if self.onGround then self:play('walk') end
 
140
                        if self.onWall == 'left' then
 
141
                           self.onWall = false
 
142
                           self.leftWallAt = love.timer.getTime()
 
143
                        end
86
144
                     else
87
 
                        if self.onGround then self:play('stand') end
 
145
                        if not self.onWall then
 
146
                           if self.onGround then self:play('stand') end
 
147
                           self.velocity.x = 0
 
148
                        end
88
149
                     end
89
150
 
90
 
                     if the.keys:justPressed('up') and self.onGround then
 
151
                     if the.keys:justPressed('up') and
 
152
                      (self.onGround or the.console.visible or
 
153
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
91
154
                        self.velocity.y = -400
92
155
                        self.jumping = true
93
156
                     end
96
159
               -- NOTE: this is an override, not a callback
97
160
 
98
161
               self:doPhysics('x', elapsed)
 
162
               self:collide(the.view.map)
 
163
 
 
164
               -- handle X collisions
 
165
               self.onWall = false
 
166
               for _, col in ipairs(self.collisions) do
 
167
                  col.other:displaceDir(self, 'x')
 
168
                  if self.velocity.x > 0 then
 
169
                     self.onWall = 'right'
 
170
                  elseif self.velocity.x < 0 then
 
171
                     self.onWall = 'left'
 
172
                  else
 
173
                     print 'x ??'
 
174
                  end
 
175
               end
99
176
 
100
177
               self.onGround = false -- right before Y collision callbacks
101
178
               self:doPhysics('y', elapsed)
102
 
 
103
179
               self:collide(the.view.map)
 
180
 
 
181
               -- handle Y collisions
 
182
               for _, col in ipairs(self.collisions) do
 
183
                  if self.velocity.y > 0 then
 
184
                     self.onGround = true
 
185
                  end
 
186
 
 
187
                  col.other:displaceDir(self, 'y')
 
188
                  self.velocity.y = 0
 
189
                  self.jumping = false
 
190
               end
 
191
 
 
192
               Animation.update(self, elapsed)
104
193
            end,
 
194
   collide = function (self, ...)
 
195
                self.collisions = {}
 
196
                Animation.collide(self, ...)
 
197
                -- I could return a true/false value here if I wanted to...
 
198
             end,
105
199
   onCollide = function (self, other, xOverlap, yOverlap)
106
 
                  -- seriously, why does this even fire?
107
200
                  if other == the.view.map then return end
108
201
 
109
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
110
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
111
 
 
112
 
                  -- assumption: any other collision is with a solid map tile
113
 
                  if yOverlap > xOverlap then
114
 
                     other:displace(self)
115
 
 
116
 
                     if self.velocity.x > 0 then
117
 
                        self.onWall = 'right'
118
 
                     elseif self.velocity.x < 0 then
119
 
                        self.onWall = 'left'
120
 
                     else
121
 
                        print 'x ??'
122
 
                     end
123
 
                  elseif xOverlap > yOverlap then
124
 
                     -- check if we've moved since collisions were generated
125
 
                     local xov, yov = self:overlap(other.x, other.y,
126
 
                                                   other.width, other.height)
127
 
                     if xov ~= 0 and yov ~= 0 then
128
 
                        --print('y collision')
129
 
                        if self.velocity.y > 0 then
130
 
                           self.onGround = true
131
 
                        end
132
 
 
133
 
                        self.velocity.y = 0
134
 
                        other:displace(self)
135
 
                        self.jumping = false
136
 
                     end
137
 
                  else
138
 
                     print('xy ??')
139
 
                  end
140
 
 
141
 
               end,
 
202
                  table.insert(self.collisions, {other = other,
 
203
                                                 xOverlap = xOverlap,
 
204
                                                 yOverlap = yOverlap })
 
205
               end
142
206
}
143
207
 
 
208
-- displace on a specific axis (monkey patch Sprite)
 
209
function Sprite:displaceDir(other, dir)
 
210
   if not self.solid or self == other or not other.solid then return end
 
211
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
 
212
 
 
213
   if other.sprites then
 
214
      -- handle groups
 
215
 
 
216
      for _, spr in pairs(other.sprites) do
 
217
         self:displace(spr, dir)
 
218
      end
 
219
   else
 
220
      -- handle sprites
 
221
      local dim = util.dim(dir)
 
222
 
 
223
      local negMove = (other[dir] - self[dir]) + other[dim]
 
224
      local posMove = (self[dir] + self[dim]) - other[dir]
 
225
 
 
226
      -- TODO: re-add hinting?
 
227
      if negMove < posMove then
 
228
         chg = - negMove
 
229
      else
 
230
         chg = posMove
 
231
      end
 
232
   end
 
233
 
 
234
   other[dir] = other[dir] + chg
 
235
end
 
236
 
 
237
-- don't use zoetrope physics
 
238
function Sprite:update (elapsed)
 
239
   if self.onUpdate then self:onUpdate(elapsed) end
 
240
end
 
241
 
144
242
GameView = View:extend {
145
243
   onNew = function (self)
146
244
              self:loadLayers('data/map.lua')
147
245
              self.focus = the.player
148
246
              self:clampTo(self.map)
 
247
 
 
248
              the.recorder = Recorder:new{mousePosInterval = 9999}
 
249
              the.app.meta:add(the.recorder)
 
250
              if RECORD then
 
251
                 the.recorder:startRecording()
 
252
              elseif PLAYBACK then
 
253
                 local storage = Storage:new{filename = 'record.lua'}
 
254
                 storage:load()
 
255
                 --print(inspect(storage.data))
 
256
                 the.recorder.record = storage.data
 
257
                 the.recorder:startPlaying()
 
258
              end
149
259
           end,
150
260
   onUpdate = function (self)
 
261
                 --print('drawTook: ', the.drawTook)
151
262
                 --print('tick')
152
263
                 --the.player:collide(self.map)
153
264
                 --self.map:collide(the.player)
154
 
              end
 
265
              end,
 
266
   -- draw = function (self, x, y)
 
267
   --           View.draw(self, x, y)
 
268
 
 
269
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
270
   --        end
155
271
}
156
272
 
157
273
the.app = App:new {
158
274
   onRun = function (self)
159
275
              self.view = GameView:new()
160
 
              --print(inspect(_(the.app):keys()))
161
276
              self.console:watch('onGround', 'the.player.onGround')
162
277
              self.console:watch('onWall', 'the.player.onWall')
 
278
              self.console:watch('updateTook', 'the.updateTook')
 
279
              self.console:watch('drawTook', 'the.drawTook')
 
280
              self.console:watch('recorder state', 'the.recorder.state')
 
281
 
 
282
              --the.profiler = newProfiler('time', 2000)
 
283
              --the.profiler = newProfiler()
 
284
              --the.profiler:start()
163
285
           end,
164
286
   onUpdate = function (self, dt)
165
 
                 if the.keys:justPressed('escape') and 
166
 
                   not self.console.visible then
 
287
                 if the.keys:justPressed('escape') then
 
288
                    if the.profiler then
 
289
                       the.profiler:stop()
 
290
                       local outfile = io.open( "profile.txt", "w+" )
 
291
                       the.profiler:report( outfile )
 
292
                       outfile:close()
 
293
                    end
 
294
 
 
295
                    if RECORD then
 
296
                       if not love.filesystem.remove('record.lua') then
 
297
                          error('could not remove record.lua')
 
298
                       end
 
299
                       local storage = Storage:new{
 
300
                          data = the.recorder.record,
 
301
                          filename = 'record.lua'
 
302
                       }
 
303
                       storage:save(false)
 
304
                       --print(inspect(the.recorder.record))
 
305
                    end
 
306
 
167
307
                    self.quit()
168
308
                 end
169
 
              end
170
 
}
 
 
b'\\ No newline at end of file'
 
309
              end,
 
310
   update = function (self, dt)
 
311
               the.updateStart = love.timer.getMicroTime()
 
312
               App.update(self, dt)
 
313
               if the.updateStart then
 
314
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
315
               end
 
316
            end
 
317
}